feenicks.bsky.social

@feenicks.bsky.social

"Yes, yes! Encore! Encore!"

Thinking about it, Unreal feels like one of those games where the single player feels like it's teaching the player to play deathmatch, what with the particular way in which enemies are made [how tanky they are, how they move, what their weapons are, etc.] Which is fine but not the mode I'm used to

The downside to playing story-heavy games and not being the outwardly spoilery type is that there's a lot of good lines in these that either give the whole game away or are completely incomprehensible to anyone who hasn't gone through it themselves [Sometimes it's both]

I get the feeling I may enjoy a bunch of the other doom clones more than doom itself purely on an aesthetic level techbase into meat hell isn't really my thing, to the point that I kinda liked e3m5/e3m7 because they were "just" castles

I'm well aware my personal development process [hack away at things mostly randomly until I'm done, and/or do things in the same order they appear ingame] only remotely works because I'm a solo dev But then I see the pitfalls other projects have ended up in and feel I'm doing alright for myself

I'm five hours into Atelier Shallie and am still not entirely sure how I feel about it Not even in a 'is this good/bad' way, either; the removal of a time limit in favor of 'do a thing, then do side objectives' chapters changes the flow of everything severely, and there's some adjustment to be had

terrible video game idea: dungeon crawler where if you try and back out too early the rest of the party objects and forces you to turn around ["we didn't travel all the way here just to immediately turn around", etc.]